If you're
interested in science fiction, fantasy, and/or horror and want to
populate your game world with monsters, creatures, aliens, fantastical
beasts, and otherworldly cultures, you can benefit from this
participatory workshop. Tickets sold here.

As always, Playcrafting NYC, which offers classes and events related to game development, has Early Bird tickets, but if they sell out (and they have in the past), you'll have to pay full price.

My background is a mixture of theatre, film, journalism, economics, and
writing. I received a S.B. in Writing and Humanistic Studies (now the
major of Comparative Media Studies) at MIT and then I specialized in
Screenwriting at USC's School of Cinematic Arts.
My first published game as a writer was on the epic space combat RPG,
Terminus, which won 2 awards at the 1999 Independent Games Festival.
Afterwards, I worked on the episodic fantasy series Siege of Avalon, MMO Wizard101, and the dark fantasy RPG, The Witcher, for
which I was nominated for a Writers Guild of America Award in Videogame
Writing. I am a founding member of the IGDA Game Design SIG.

In 2013, at the Serious Play Conference, I explained the differences in the presentation, "What's in a Name? Serious Games vs. Gamification." Serious games, and all its variations on a name, such as social impact games, games for good, persuasive games, learning games, etc, is not a term interchangeable with gamification. There is confusion and understandably so, because both appear to be methodologies that
incorporate gameplay mechanics to increase user motivation, to solidify learning objectives, and to encourage overall engagement.

However, while serious game makers use game technology, processes, and design to solve problems or explain issues in traditionally non-entertainment markets, gamification experts are interested in the motivating power of game elements, like leaderboards, badges, and a points system, usually as a way to promote engagement with a product or service. These game elements would be tacked on without regard to an overall game. There may be no game at all. For instance, on a gamified site, a user might receive 30 points or a badge for posting a note on the site's forums as a way of onboarding. On a learning site, a child may have to do 10 math problems for a badge or prize.

Edutainment is merely dressing up what would be a problem set, usually with an animated cartoon character. Math Blaster even has math problems inside the game, which the student would have to solve in order to save the galaxy. It doesn't explain the math problems or explain why there are math problems in space or how math problems save the galaxy. In short, the gameplay itself is not about math, but window dressing to make a math problem more palatable. This is very different from a resource management game like Dragonbox BIG Numbers, which tries to explain the process of subtraction through gameplay.

Sande Chen is a writer and game designer whose work has spanned 10
years in the industry. Her credits include 1999 IGF winner Terminus,
2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the
founding members of the IGDA Game Design SIG.

Saturday, April 8, 2017

We will be holding our 2nd GDSIG Mentor AMA (Ask Me Anything) on Saturday, April 15, from 6 PM to 8 PM Eastern time zone. Game Designer Daniel Harrison, who worked on Naughty Dog's Uncharted 4: A Thief's End, will be on hand to answer questions about system design, breaking into the industry, maybe even AI! Daniel Harrison has bachelor degrees in computer science and psychology and a masters in game design.

This time around, the GDSIG Mentor AMA will be held on Discord, since we thought it would be better for the guest to be speaking rather than typing (like last time on Slack).

If you want to participate in the GDSIG Mentor AMA events, you'll need to join the IGDA Game Design SIG Facebook group for the event notifications. It's free and open to everyone, provided you follow the guidelines. The IGDA is an international, non-profit organization whose mission is to advance the careers and improve the lives of game developers. GDSIG has weekly game design exercises and houses game design documents
from various games. Keep up to date with current competitions, submissions, and news.

We are continually striving to improve the Mentor AMA event. Let us know if you have any feedback or if you'd like to participate as a mentor!